varying vec2  uv;
 
void main(void){

	gl_Position = ftransform();
	gl_Position = sign( gl_Position );
	// Texture coordinate for screen aligned (in correct range):
	//uv = (vec2( gl_Position.x, - gl_Position.y ) + vec2( 1.0 ) ) * 0.5;
	uv = (vec2( gl_Position.x, gl_Position.y ) + vec2( 1.0 ) ) * 0.5;
	
}